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The
Elder Scrolls III: Morrowind Game of the Year Edition
Score: 10 / 10

In July 2002 I started my review of
Morrowind with:
After “finishing” Morrowind, I’m left
wordless to describe the experience. I could use words like “good”,
“great” or “fantastic.” Even “superb”, but they all fall short somehow.
So with that in mind, bear with me.
My assessment glowed with praise. I'm
singing a different tune this year.
Bethesda, are you listening? Damn you all to dark corners of Satan's
footlocker! What's the idea releasing The Elder Scrolls III: Morrowind
Game of the Year Edition
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the ground. Both Tribunal and Bloodmoon expansions arrived to the PC
earlier this year and they now land like a couple of three-ton bricks on
the Xbox. No single game should be this deep or engrossing!
I can sum up this review easily: If you liked or loved Morrowind, the
GOTYE should be on your "To Buy" list of games. It's chock-full of new
material (like the ability to be a werewolf) and quests (many, many
quests), making Morrowind a game you could truly be busy with for
upwards of a year.
There have been some subtle changes to the overall package, but most of
what I said back in July 2002 still applies:
Morrowind is probably the most intricate
videogame world ever created. Underline the word “world.” Morrowind is a
huge place with plenty of nooks, crannies, and caves to explore. Take
for example, the books of varying length to seek out and discover that
flesh out Morrowind’s history and tell you about items that can be found
in Morrowind. And you’ll never play the same way twice. Besides choosing
Race, character class, and sex, you can also join a Faction. All these
attributes, plus a few I haven’t mentioned, affect your interactions
with others and what quests can be completed. There is a specific main
quest that completes your prophesized place in Morrowind history (and is
very entertaining and full of surprises), but there are many ways to
complete it. (And when you’re finished that you can continue on,
visiting places you may have overlooked on your way to the top.)
If you love linear gameplay, stay away from Morrowind. This game is
about as linear as a bowl of spaghetti. Rarely does point A lead you to
point B. You may eventually reach B, but not before crossing M, G, and
C. Which is not to say you can’t progress linearly, it’s just easy to
get distracted by the side quests – and that’s part of the joy. I like
games that don’t funnel me in a straight line. One of Morrowind’s
biggest strengths is its open-endedness. Just steal the book and make a
break for it? Or kill the guards and walk away with the book (and risk
jail time)? Or forget about getting the book altogether and do something
else?
The depth of Morrowind’s gameplay and overall design is matched by the
audio-visual presentation. Hands down, Morrowind’s soundtrack should be
released on CD – once you’ve heard the opening chords you’ll be humming
it for hours after first booting it up. And it’s not just the music –
all the environmental effects have been nailed. (The whale song of the
stilt striders is haunting!) Speech is sparse but with 2,000 NPCs [even
more with the GOYTE] I can’t fault Bethesda for the text presentation of
the interactions. (Seemingly everyone has something to say or a possible
quest to complete.) The action on-screen moves fluidly and the
landscapes and landmarks are gorgeous. So much so, I always expected to
find a tour guide hawking a Morrowind Tourist Guide. (“See Vvardenfall
by Stilt Strider!”)

Not only is Morrowind a serious RPG with countless small details, there
is also a fair amount of humor throughout. Witness the failed Icarus
Spell. Some of the books you find along the way are a very funny, too.
If I were to find fault with Morrowind it would be with the length of
time it takes to really be immersed in the experience. [This isn't so
much of a problem with the GOTYE if you've played the "basic" Morrowind.]
Most games do their utmost to pull you in with the first 30 minutes of
action. With Morrowind you might still be tinkering with your stats. If
you’re looking for Halo-type action, you won’t find it here (although
toward the “end” things get pretty hairy). I highly recommend Morrowind
but I’d also recommend you schedule a 3 to 4 hour block of time for your
first outing. Getting a handle on the controls and the basic mechanics
of equipping spells and equipment is no problem. The manual is
exhaustive so you should never be at a loss of how to interact with
things around you. It’s getting into and understanding the situation
that takes a while. You start with zero knowledge (much like your
digital avatar fresh off a prisoner ship) and have to bring yourself up
to speed. It’s like being dropped in a strange city, knowing no one,
owning nothing, and not quite understanding the language – some of the
names are difficult to remember. Just think of Morrowind as a big
swimming pool (or huge bowl of spaghetti) that you have to ease into –
but once you’re in, the water (or sauce) sure is fine!
So I’m not exactly wordless on my opinion
of Morrowind, but the above still feels inadequate. Morrowind takes
gaming to new levels – not only is it a great game, it borders on a work
of art. You have to play it.
And I don't really harbor any resentment toward Bethesda. It's just a
shame that Morrowind might be overlooked in the mad rush of the 4th
Quarter. This is definitely one title that will be in constant rotation
on my play list once 2004 rolls around. Should people that already own
Morrowind grab a copy? Oh yeah. There's more than enough new material to
warrant a purchase.
- Omni
(December 21, 2003) |